Sept of the Green

The Sept of the Green has been around since the 1800, and has almost a hundred and fifty years of history tied to it. Since it is a Sept in the middle of of the city, not every part of a normal Sept will be present, nor will every position be filled as it normally would. There will also be certain rules and practices that will be in place that are not like other Caerns as well.

For example, one such rule that the will be expressed once more is that being in Lupus form within the park is prohibited without a leash. And even then, it is not encouraged unless Lupus is their Breed forum. The Sept does not want stories of wild wolves in Central Park to get spread around afterall.

There is also an expectation that any Garou who seek to visit the Park, who are not memebers of the Sept, are expected to bring a gift of some form to those who could use them in the Park. Food for the Guardians or poor, blankets, or even cash donations. Money goes towards the maintance of the Park. If you seek to stay the night in the Park, then you are asked to tell a story at the old Elm on the Great Lawn.

Sept membership is also fairly easy to gain, all it takes is for the prospective member to show that they have something to offer the Sept. Be it a skill, funds, or perhaps just a little gnosis. Of course, this might change wtih the new Leadership of the Sept.

Statistics
Caern: The Central Park Caern, Central Park, New York
Level: 3
Gauntlet: 3
Type: Fellowship
Tribal Structure: Open, most tribes are represented here.
Totem: The Caern has two totems, Mera, originally summoned by the Silver Fangs, and the Great White Mouse, who came to the aid of the Bone Gnawers.

Background

Mera is a powerful water spirit, whose domain includes all water that flows through New York City. Water acts as a focus for her powers, and her moon bridges join several bodies of water in the park. From the first “center” of the cearn, Mera oversees the Esplanade and Bethesda Fountain. Bethesda Fountain is a focus for Mera’s power, and marks the spot where the Silver Fangs first opened the caern. Since then, the ground has been covered in concrete, but the fountain, named after a place of healing in Jerusalem, is still a place of power. The nature of the Wyld is alive there, and meditating by the fountain or looking out upon the lake gives insight and inspiration to troubled souls.

Turtle Pond, the less powerful center, is located at the southern edge of the Great Lawn. The Wyld, aided by Mera, long ago created a Chimare (a realm of dreams) around the park. Silver Fangs sleeping near the pond had incredible, inspirational dreams. Unfortunately, neglect weakened this power.

During the Great Depression, many of the city’s homeless built a shanty town on the Great Lawn. They called it “Hooverville.” The Bone Gnawers of the city protected the residents. Seeking the wisdom to guide the Bone Gnawers, a powerful Theurge (the Reverend Barnaby Morton of the Church of Hooverville) slept by the banks of Turtle Pond.

His dreams took him through the Chimare surrounding it and led him deep into the Umbra. He quested for anything that could help the sept. Deep in a lost Realm, he found the lair of Mouse and brought him back to the park. The spirit of Great White Mouse now rests beneath Mera’s waters, dreaming in the Chimare.

The Great White Mouse is an old totem fighting to survive. His existence predates the origin of the Bone Gnawers. He was once a minor totem of the Garou, but when the Bone Gnawers formed long ago, the followers of Mouse were slain by the followers of Rat.

The caern’s original totem, Mera, was summoned when the Silver Fangs first opened the caern in 1855. As the site declined, Mera weakened. During the Great Depression, however, the number of homeless in the park drastically increased, and a great Theurge brought Mouse from the depths of the Umbra to help the Bone Gnawers survive. Mouse gains power from large gatherings of Garou. He is meek and unassuming, but his powers are excellent for gathering lost Garou together.

The Sept of the Green is unusual, mainly because of the diverse Garou living there. Most caerns are dominated by one or two tribes, but the Bone Gnawers are anything but elitist with regard to such matters. Anyone is welcome to visit and (hopefully) learn.

Casual, democratic sept government results in very little open conflict over how to run the caern. Conflict, however, does occur. Outside the formal meetings, rivalries and misunderstandings are waged in secret. Most Garou machinations are not brought to the sept meetings, and mysteries lie shrouded beneath the caern’s placid appeareance. Most of the permanent residents of the caern don’t concern themselves overmuch with long-term problems. For them, a chance to help visitors to the park learn and grow is quite enough. Others are amazingly individualistic, caring little about “the big picture.”

Location

Central Park is located in Manhattan, 110th Street (or “Central Park North”) forms the northern border, and visitors can enter from the north through the Farmer’s Gate or the Warrior’s Gate. East 59th Steet (or “Central Park South”) forms the southern border. The Artisian’s Gate and the Artist’s Gate are located here, along with Columbus Circle and Grand Army Plaza. The western border of 8th Street, with four entrances, is refered to as Central Park West, and Fifth Avenue, with five entrances to the park, lies along the eastern border. There are monay other smaller entrances. Four horse paths cut acros the park from west to east: they roughly correspond to 97th Street, 85th Street, 79th Street and 65th Street. The Reservoir is the most visible landmark, dividing the park in half.

The Park is a place of the Wyld within one of the Weaver’s greatest creations on Earth. It plays a vital role in refreshing the spiritual energy of the city and its people. Within the Park itself, there are a multitude of things to see and do that just about anyone can find a place that just seems to feel right for them. There are also dark and dangerous places inside the park where it can be dangerous to venture alone, or even in a small group. The Garou can be very territorial and protective of what they see as theirs so there just might have something to the little rumors that are spread about such places as the Ramble.

Bawn

The entire park forms the bawn of the caern, allowing the Garou to watch the humans quite closely. The force of the Wyld is strong here, and it holds the Weaver at bay but it always seems to be looking for a way to reach deeper into the Park. The Bone Gnawers want the citizens of New York to enjoy the serentity of nature while drawing upon the energy of the wilderness. The diversity, energy and beauty seen throughout Central Park show that their stewardship is working quite well. The very nature of the Caern tends to help foster better understandings between those that enter the Bawn and helps to build the bonds of friendship in people.

At the same time, Garou have a chance to interact with (and attempt to understand) humans. People expect unusual things in New York, especially in Central Park, so there is a great deal of freedom. The Gnawer’s communal attitude and acceptance of everyone is part of the democratic spirit pervasive through the caern. However, despite the liberal nature of Central Park’s Bone Gnawer’s, there are rules governing conduct within the bawn. These rules will likely become more closely enforced as the Caern’s leadership continues to shift slowly away from the Bone Gnawer’s and towards the Silver Fangs point of view.

The Center

The caern actually has two “centers.” The stronger one, overseen by Mera, encompasses the Esplande and Bethesda Fountain. The spirit of Mouse can also be summoned near the Great Lawn: there is a nexus of energy located under nearby Turtle Pond.

Bethesda Fountain is a focus for Mera’s power. The fountain marks the spot where the Silver Fangs first opened the caern. Since then, the ground had been covered in concrete, but the fountain, named after a place of healing in Jerusalem, is still a place of power. The nature of the Wyld is alive there, and meditating by the fountain or looking out upon the lake gives insight and inspiration to troubled souls.

One one side of the fountain is a huge restored building with a massive open area on the ground floor. Staircases ascend on either side of the building, and the roof of the edifice allows an outstanding view of the surrounding area. A lake can be seen on the other side of the fountain; boats and canoes from the Loeb Boathouse traverse this body tip, the Master of the Rite can call upon Mouse or Mera to open a Moon Bridge.

Turtle Pond, the less powerful center, is located at the southern edge of the Great Lawn. The Wyld, aided by Mera, long ago created a Chimare (a Realm of dreams) around the park. Silver Fangs sleeping near the pond had incredible, inspirational dreams. Unfortunately, neglect has weakened the spiritual power. There seems to be a hope though that with the new leadership of the Caern, that perhaps the spiritual power of the Chimare will be renewed.

During the Great Depression, many of the city’s homeless built a shantytown on the Great Lawn. They called it “Hooverville.” The Bone Gnawers of the city protected the residents. Seeking the wisdom to guide the Bone Gnawers, a powerful Theurge (the Reverend Barnaby Morton of the Church of Hooverville) slept by the banks of Turtle Pond. His dreams took him through the Chimare surrounding it and led him deep into the Umbra. He quested for anything that could help the sept. Deep in a lost Realm, he found the lair of Mouse and brought him back to the park. The spirit of the Great White Mouse now rests beneath Mera’s waters, dreaming in the Chimare.

Heart of the Sept

The Heart of the Sept of the Green is where it is easiest to find one of the Caern’s leaders. The privacy of the Heart is protected by potent Charms or spells that have been around since the earliest days of the Park itself but there is a strong possibility that it is tied to Mera. A bubbling brook surrounds the Heart, and forms a natural barrier between the outside world and the secret hide away of the Garou. Those mortals who happen to find this little hide way, will see it as somewhere best not to tread. The rumors of the Ramble are well founded because of the Guaridans and the nature of the Charms that keep the Heart hidden.

Within the glade, there are three log cabins constructed from the very tree’s that were cleared to make the glade in the first place. These very tree’s were also used to make a few of the log benches that make up the sitting area around the clearing so that those who wish to socialize may do so with some comfort. At the opposite end away from the three cabins is where the ornate throne for the new Caerns Leader has been built.

When the sun sets, the area is alight with oil lamps and lanterns that bask the clearing in a natural glow. It is not uncommon to find a few Sept members hanging aruond at all manner of the day or night discussion and enjoying each other company. A few hammocks too can be found strung up among the tree’s for Guardians and others to catch a little sleep too. For those who are seeking privacy, there are a few hidden spots scattered around as well among the tree’s at the edge of the Heart.

Description

While the Bawn encompasses all of Central Park, the Garou and their Kin need a place to go and not have to worry about prying eyes. And so, within the Ramble across the lake from the Bethesda Fountain, those in the know can find their way through the labyrinth of trees and pathways to a hidden glade. It is not all that large, but it is large enough for three small wooden cabin to have been constructed around the edge of the central clearing. This is where the wounded and sick are treated, valuables stored, and people can sleep.

Around the clearing, there are hand carved wooden benches that are many years old. Even an ornately carved ‘throne’ has now been placed at one end of the clearing to signify the seat of power for the Sept. There is easily enough room for a dozen people, and still hidden nooks throughout the immediate area that small groups or couples can slip away to talk amongst themselves. No open fires are permitted within the heart of the Sept. But after the sun goes down, oil lamps burn bright to provide light for those who gather within.

Long ago, special magic was worked to help hide the area from normal eyes. It is unclear though if this was the work of spirits, or some old agreements with perhaps wizards or even the myserious fae. What is known though is that a natural brook from the nearby lake surrounds the Heart and creates a natural barrier from the outside world. Even though the brook is no more then two feet wide at its widest part, the nature of the magic in place keeps voices and sounds from traveling beyond it and makes the area appear dangerous and inhospitable to people.

Places of Intrest

Dozens of unusual sites grace the park, but each tribe has a favorite meeting place. Garou visiting the park are welcomed to explore anywhere, but if a pack is trying to find members of a particular tribe, it helps to know where to look.

The Great Lawn: Although the Bone Gnawers feel free to sleep anywhere and explore all sections of the park, they always get nostalgic about the Great Lawn. The grass there is among the most carefully tended flora on Earth; in fact, a Kinfolk descendant of Olmstead still cares for it. The northern endend of the lawn has a number of softball fields, but the majority of the lawn is reserved for picnics and relaxing. In the center of the southern part of the lawn is a magnficient elm tree, the largest in the eastern U.S. Folk entertainers and storytellers can often be found there, along with the occasional Galliard trying to pick up a few tips about the Bone Gnawer art of street performance.

Another favorite site of the Bone Gnawers is a fetish called the Ever Meal, known to many as “The Moldy Grail.” It is a garbage can that refills empty containers with food or drink. Empty cups placed in the Grail are magically refilled with soda, and Styrofoam containers become warm again with fast food. Each container can only be used once, hower, and expensive food is always replaced with sleazy, yet delectrable alternatives.

The Great Hill: Wild forests surround this hill, and the Black Furies have claimed this area as a gathering place. Hidden from prying eyes, they organize occasional religious ceremonies and try to avoid the hustle and bustle of the park. This also happens to be where Yolanda, the Septs new Warder tends to spend some of her time when she is not patrolling of around the Heart.

Strawberry Fields: This is one of the most beautiful gardens in the park. It serves as a memorial to John Lennon, who was tragically slain outside his nearby home. One memorial marker is a round mosaic with one word in the center—“Imagine.”

Children of Gaia often meet here to discuss politics and news from around the world. Intellectuals discussin philosophy are common here, as are musicians practicing their craft. In addition, the Gauntlet in the middle of the gardens has a rating of 3, just like the caern center and Heart.

Belvedere Castle: Constructed in 1872, this castle was one of the park’s original buildings. When the Silver Fangs controlled the park, many Theurges communed with the spirits of rain, wind, thunder and other forces of nature. As the Weaver strengthened, the spiritual connection to the elements faded, and the castle was converted into a weather monitoring station in 1919.

Thanks to some fancy bureaurocratic manipulation from Simon Gentle, a local Glass Walker, the facility was reorganized so that al the weather instruments could be operated by remote control. The hiring of a Fiana kinfolk to supervise the facility was also fortuitous.

The Fianna now control Belvedere Castle. They have added a few features to the inside of the castle, including a secure “guest room” for important visitors. The Fianna demonstrated their hospitality quite well. Among visitors. Among the visitors to Belvedere Castle in 1993 were two faeries, a group of three Dreamspeaker mages hiding from vampires, and the ghost of a demeted 14th century Irish chieftain, who confused the castle with an old haunt of his.

Swedish Cottage: This building, constructed in Sweden for an exposition in Philadelphia, was moved to New York in 1876. When the landmark was refurbished in the ‘80s, it almost became the home of a charming marionette theater. Unfortunately, the presence of angst-filled Germanic headbashers who hung out there discouraged the troupe of puppeteers, and they moved to another section of the park. Since then, two Get of Fenris Kinfolk have opened a German restuarnt in the building, called Redbones. It is now the best place to get German beer in the park.

Many Get of Fenris feel uncomfortable in a setting as sedate as Central Park, but this is the best place to find one of the Fenrir. This used to be where a good number of the Cities Get used to hang out, but now with their numbers seriously thinned it is often only Kinfolk that find their way to the Redbones… or perhaps members of other Tribes eager for a taste of the old world.

The puppeteers, by the way, have moved to the Delacorte Theater, although they do compete with the occasional Shakespeare festival, the Theater Building, also has an amusing German clock. Every hour, a carefully crafted animal band circles the clock to the accompaniment of a mechanical glockenspiel.

“Millionaire Mile”: Throughout the history of the park, there has always been a movement to preserve the park proper as a place for “The People.” However, many wealthy organizations and philanthropic individuals have fallen into the recurring habit of thinking of the area as “their park.” Some of the tenants on Millionaire Mile have even been known to consider the park a kind of huge “backyard.”

Fifth Avenue is home to some very expensive real estate overlooking Central Park. The houses and apartments owned by the area’s Glass Walkers are no exceptions. These Garou feel much safer transacting their business close to the safety of the park, despite the Treaty. Simon Gentle holds most Glass Walker meetings in his penthouse apartment. A considerable portion of the time is spent getting some of the residents of Fifth Avenue, as well as many large corporations, to direct their time and resources toward keeping the park alive.

Central Park Zoo: The old zoo met with great approval when it opened, but eventually become one of the greatest tragedies of the park. Animal activists (including some Kinfolk) were quite vocal in their opposition to many of the zoo’s inhumane practices. Under the subtle direction of the Garou, the new zoo serves both the animals and the werewolves quite nicely. A Kinfolk of the Get of Fenris works as a night watchman, and a Kinfolk of the Children of Gaia oversees the wolf enclosure.

Many Red Talons hate visiting the park, mainly because the sept forbids any Garou to wander freely in Lupus form. However, the Kinfolk night watchman has been known to allow visiting werewolves to roam freely behind the locked gates of the zoo at night, so long as they stay clear of the animal enclosures. The carefully orchestrated arrangement has worked well so far.

The Ramble: During the day, the Ramble is a scenic area, ideal for leisurely strolls. Birdwatchers are especially fond of the area. At night, however, the Ramble becomes one of the most dangerous parts of the park. This is partly because of the nightly patrols of the Guardians. Many New Yorkers tell horror stories about violent crimes committed in the Ramble. Part of this also stems from the effects of the Delirium and some over zealous Garou.

Within this dark maze of paths and tree’s lies the Heart of the Sept, so the concentration of Guardians and Kin tends to be highest in the Ramble. The area though is still large enough for the humans to find little area’s to prey on people from or for other activites to be hidden from casual view. The Wyld though is very strong here and because of that it has a strong influence in the area and has a tendancy to enforce its will on nature, and people within the section of the Park.

The Obelisk, “Cleopatra’s Needle”: One of the most spectacular monuments in the park was a gift from the Khedive of Egypt in 1877. The 71-foot Egyptian obelisk was a monument to King Thometes III and was built around 1600 B.C. The obelisk, known to many as “Cleopatra’s Needle,” has a sinister history; it is rumored that over a dozen men died transporting it to the United States.

Many of the hieroglyphics carved on its pink granite surface have eroded, but a plaque donated from Cecil B. de Mille contains an (alleged) translation. There is also an account of several lead-covered time capsules buried under the monument. This document lists many bizarre items buried underneath, including a ship’s propeller, a copy of the U.S. Constitution, a freshly made anchor, a copy of Webster’s Dictionary, and a collection of the works of William Shakespeare. This account is of course, completely fabricated. Only a few Garou know what’s really buried under Cleopatra’s Needle.

Every three months, a different Silent Strider messenger visits the caern and waits by the obelisk for an entire afternoon. The tribe also retains the right to perform undisturbed rituals by the monument in the middle of the night. The Striders will not, however, explain why the rituals are needed. Other Striders are asked to perform mysterious missions involving the obelisk, missions even those who perform them do not understand. Despite investigation by various members of the sept, the secrets of the obelisk have been kept.

Cherry Hill: Cherry Hill sees quite a bit of traffic mainly from horses and carriages. The fountain there once served as a trough for passing horses. It is also a favorite resting places for one of the few Silver Fang permanently residing in the park. Alexandra Zamyarin is a Galliard who loves to tell tales about the history of the park, including stories dating back to the time when the Silver Fangs cared for it.

Alexandra is also a fanatic equestrian. She loves to go for long rides on the horse trails throughout the park. A four-and-a-half mile track runs along the periphery of most of the park. Any visiting Silver Fang will be invited to accompany her on a ride. The Galliard of course is always eager for stories from abroad so that she may keep up on events beyond the confines of the city.

Zan Shu, Greatest of the Elusive Treehouses: Over a period of eight years, the police in Central Park were confronted with a very adventurous and ambitious individual. Someone was covertly building treehouses in the park. Each house was camouflaged and carefully placed, and police often had trouble finding the latest project.

The first houses were destroyed, but the police later proved reluctant to look too closely into the incidents. This is because of the builder of these treehouses had friends: he was a Kinfolk of a Stargazer living at the sept. Several of the houses are still secretly hidden. Late at night, Crinos werewolves hide on the rooftops and gaze at the stars. A total of 13 treehouses have been built; the most elaborate is a two-story, five room house near 79th Street.

Sheep Meadow: This is the most meditative section of the park. The area is officially a “quiet zone”: loud music and noisy conversations are not tolerated here. Stargazers and Children of Gaia enjoy this location, but Wendigo are the werewolves most commonly found here. Many visitors, including humans, are oddly affected by spending an afternoon in the meadow. The spirituality in the meadow is strong, and many people completely forget about the modern world while they rest within. No one ever leaves with a violent thought.

However, if any Garou is in the meadow at midnight, during a time corresponding to her auspice, the area becomes a focal point for the energies of the Wyld. Shocking scenes are witnessed in the middle of the field. Brutal visions of the past, and sometimes of distant eras, come to life. The individual who sparked these visions often receives insight into her present situation and sometimes even a prophecy of her future. For this reason, Garou, often meet around this time to create the proper environment for one of these visions. The Delirium conceals their acticities.

Harlem Meer: This lake has undergone many changes. The most recent one involved lowering the water to create an island spanning a quarter of an acre in the middle of the lake. An underwater fence prevents boaters or canoers from approaching the island…unless they know the secret of getting there. Tall reeds obscure the center of the island, and a few Uktena occasionally gather there to meet in privacy.

Umbrascape

The physical world is only one part of the caern. Hidden in the Umbra, the force of the Wyld struggles to emerge into the physical world. Conversely, the force of the Weaver can be seen outside the park, waiting for the opportunity to rush in and impose its stasis. Garou traveling into the Penumbra can see the spiritual roots of the activity within the bawn, as well as representations of the battle between the Weaver and the Wyld. Some examples are listed below.

Turtle Pond: Anyone peering deeply into the pond will see a shifting white mass at the bottom. Further examination reveals the spirits of hundreds and hundreds of tiny white mice climbing over each other. There is the faint stench of a mouse nest, and a frightened childlike voice is sometimes heard singing from the depths.

Belvedere Castle: The elements are strong here. On tempestuous days, elemental forces batter against the battlements of the castle. A thread of electrical energy (a data stream) spurts from the castle, but the spirit of the Wyld can be sensed glowing warmly behind the castle walls.

Fifth Avenue: Everything is orderly and precise. Long threads stretch along the street, struggling to keep the traffic flowing in regular patterns. The bright green energy of the forest quickly fades into life-sapping gray. Spirits trapped in nearby stoplights shout one-word commands. About once a week, a foolish Pattern Spider will make a desperate foray into the park, only to be consumed by the Wyld.

Bethesda Fountain: An aura of healing surrounds the fountain. The concrete around it ripples like water, and the whole area is more than alive: it’s capricious, contemplative, mysterious and rejuvenating. Waves on the nearby lake roll from the peninsula into a huge whirlpool; this watery vortex marks the spot where Moon Bridges are strongest. Silver Fangs sometimes can hear the spirit of Mera calling softly to them, but her voice has become horse over so many years.

Wollman Rink: Layers of spiderwebs and dancing fields of electricity elementals hold the Pattern in place. The Weaver knits its Patterns over the Earth and yearns to spread further into the park. Naturae scream under the webbing, and pattern spiders skitter about the icy surface and edges. Beneath the chilled surface though something dark is growing, protected by the Weaver that holds the Wyld at bay. Any Garou who see choose to skate over the surface will clearly feel the cold and destructive force of the Wyrm taking root.

Sept of the Green Offices
Grand Elder:
Warder:
Master of the Rite:
Gate Keeper:
Keeper of the Land:
Master of the Challenge:

Council of Elders
Silver Fang:
Black Fury:
Bone Gnawer:
Glass Walker:
Child of Gaia:
Shadow Lord:

Sept of the Green Lesser Offices
Master of the Howl:
Caller of the Wyld:
Truthcatcher:
Talesinger:
Wyrmfoe:

Guardians
Malcolm “Eyes Shine Bright” London
Heather “Twilight Fist” Murphy
Aruna “Quiet Rain” Naraya
Casey “Strength of Vigilance” Connely
Jameel “Walkman” Walker

Packs

Peace Eagle
Troy “Lives-to-Tell-the-Tale” Lawrence
Laidan “Sees-With-the-Heart”
Eddie “Mamma Trouble” Sturk
Mercury “Blood Moon”
Natasha “Watches the Pathstone” Carter
Joshua “Fatal Error” Coil

Dark Elements
Craven “Speaks~with~Darkness”
Kesley “Kisses~the~Night” Chambers
Corbin “Calms the Storm” Justice
Lucien “Siren’s Call” Bourikas

Street Sweepers
T-Bone, “Brother Thorn”
Angela “Sticky Fingers” Myers
Martin “Tongue-Tied” Morgan

Rising Moon
Lucas “Night Talon” Kessington
Ewan “Back Attack” O’Mailley
Kristina “Mother’s Fury” Jaccobs

Packless

Kinfolk

Sept of the Green

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